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DM Resources Skill Challenges

Skill Challenge: Kidnap and Ransom (Part 2)

This is the second part of the skill challenge presented yesterday. It involves a mixture of skill checks and combat. The number of combatants is directly related to how the PCs fared in the Skill Challenge: Kidnap and Ransom (part 1).

Background

A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown.

  • This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
  • If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
Categories
DM Resources Skill Challenges

Skill Challenge: Kidnap and Ransom (Part 1)

This skill challenge is broken into two parts. Part 1 (presented below) has the PCs working under a very tight time lines and allows them to adjust DCs depending on what they consider to be acceptable risk. The objective is for the PCs to find out where the kidnap victim is being held captive. Part 2 (presented tomorrow) outlines how the PCs may go about rescuing the kidnap victim before he is harmed or even killed.

Background

A nobleman’s son has wracked up gambling debts with a loan shark named Keddy Grujo. If the debt is not settled by sundown today, the boy will be killed. The parents cannot afford to make the payment as the father recently purchased a new sailing ship. Desperate, the father hires the PCs to rescue the boy. Grujo will be in the presence of reputable people all day. He expects the parents to pay, but wants an alibi just in case. Grujo’s men have orders to kill the boy if the ransom is no paid by sundown. If Grujo’s agents learn that a rescue is afoot they will increase the number of men guarding the boy.

  • This skill challenge is broken into two parts. The successes and failures incurred in part 1 do not carry over into part 2
  • If the DM chooses to make this one large skill challenge the PCs need to earn a total of 12 successes between parts 1 and 2 combined. In this case, failures incurred during part 1 will carry over into part 2.
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DM Resources

Campaign Design: Fleshing Out Your NPCs

Every campaign world is made of living, breathing NPCs. All of them have stories and a role to play within the campaign setting. From the lowly farmer to the mighty king, every NPC has a function and a purpose. As the campaign designer, your job is to define that role. Is the king a sinister tyrant? Is the peasant forming a rebellion? These are questions that you need to answer in order to bring your world to life.

This part of our series in Campaign Design picks up where the article on Politics and Groups of Influence left off. Now we look at the names and faces that dominate these political structures. Of course, not every NPC requires a fully fleshed out background, but the generalities are required. We’ll handle our look at NPCs in three sections: Common citizens, major players and villains.

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Class Discussions

Rangers: A Breed Apart

Elf Ranger by Devin HarriganYou are the protector of the wild, guardian of forbidden frontiers and shepherd to the weak. You attack your foe with blade, bow or beast. You provide no warning of your attack, dispatching your opponents quickly and decisively. You are a Ranger, and to you falls the duty and the privilege of fighting to protect the natural world.

In a recent poll held here at Dungeon’s Master we asked which class in the Players Handbook was most deadly. The response favoured the Ranger over all other options. As a result I’ve decided to take a deeper look at the class to explain just why it is such a deadly choice.

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DM Resources Humour

Cheating in Dungeons and Dragons

People always look for short cuts or ways to get something for nothing. Why wouldn’t you take an opportunity to get ahead should the right circumstances present themselves?

Role playing games are not exempt from cheating. In fact, the game relies a lot on trust (something we’ll be exploring in a coming article). But what happens when players and DMs decide to cheat? How does that affect the game?

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DM Resources

Campaign Design: Politics and Groups of Influence

The world is starting to take shape, the geography has been defined and named and you have appropriate resources on hand to assist you. Now comes the time to start breathing life into your campaign setting. This entry in the Campaign Design series takes a look at Politics and Groups of Influence. This is a high-level view at the different powers and factions that exist within the world. We will examine particular individuals and NPCs in our next entry, but today it’s all about the organizations.

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DM Resources Player Resources

Reputation (Part 1)

The Dungeon’s Master team is happy to announce that we’ve guest authored an article on The Core Mechanic today. Our article on Reputation is the first of three posts examining character reputation in D&D.

Reputation (part 1), which appears on The Core Mechanic, is aimed at the DM and provides direction for using reputation to its fullest potential. Reputation (part 2) and Reputation (part 3) will appear here at Dungeon’s Master in the next few days. They are aimed at the players and provide insight on how the PCs can shape their own reputation and gain the most benefit from doing so.

Please check out our contribution to The Core Mechanic and while you’re there spend some time browsing the site. It’s full of great D&D articles that many DMs and players will find useful.


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DM Resources

Campaign Design: Geography

All the world is a stage and you get to design it. Creating the geography for your gaming world is more than just placing mountains, streams and forest. Every decision you make during this stage of the game will effect future gaming sessions and expansions to your campaign setting. The geographic elements you work into your game world form the natural boundaries that are used to define the kingdoms and territories of your world. It’s important to get it right from the start.

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Player Resources Skill Challenges

Skill Focus: Intimidate

Mastering the Intimidate skill is difficult, probably more so than any other skill in the PHB. Intimidate is availabe to 12 classes (as shown in our Skill Matrix by Class) making it the most widely available skill (along with Athletics and Endurance). If you’re playing a class like the Fighter where you have very few skills to choose from, Intimidate is a very popular choice.

Despite the large number of PCs who take training in Intimidate, it’s a skill that has very limited uses. Using Intimidate during a skill challenge often counts as an automatic failure. If not, then you usually get only one try with Intimidate. In a perfect scenario a successful Intimidate check brings you one step closer to accomplishing the objective of the skill challenge. If you fail it can make future checks more difficult and count as one more strike. So it’s important to know when to use Intimidate and when to rely on a different skill.

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DM Resources Skill Challenges

Skill Challenge: It’s Mine

A retired soldier, down on his luck and in desperate need of cash, recently pawned his dead wife’s wedding band. After coming into a few coins, the result of a lucky wager, he returned to the pawn shop to buy back the ring. Unfortunately the shop was recently burgled and the ring was stolen along with four others.

Setup

  • The PCs are hired by the soldier to recover his wife’s missing ring. He could have a previously existing relationship with the party or maybe he heard of thier heroic deeds.
  • The PCs are hired by the shopkeeper to recover the stolen rings. As a reward, he offers to give them the item they came into his shop looking for in the first place.
  • The PCs overhear the soldiers tale of the missing ring while they have a meal in the local tavern. They take pity on his situation and offer to help.